141

Your Sixth Sense has warned you that some of the creatures that attacked the monastery are searching the two paths for any survivors of their raid, but you can avoid both tracks by making your way through the undergrowth of the woods.

If you wish to head south, turn to 56. Or if you wish to cut through the heavier foliage towards the northeast, turn to 333.
142

You can see the tall grey-white walls and glimmering spires of Holmgard, its banners fluttering from the battlements in the fresh morning breeze. Stretching out towards the west, the River Eledil traces its course from the mountains of the Durncrag Range to the Holmgulf. But from below the mountain peaks you can see a vast black army marching relentlessly on towards the city.

To your right you can see the highway heading off over the rolling plain towards Holmgard. At a run you could reach the outer fieldworks of the city defences in an hour, but you would be in the open for most of the time and vulnerable to attack by Kraan. However, ahead of you, a wide and muddy river drifts sluggishly towards the Eledil. You could use the cover of the river banks and swim towards the capital. Or towards your left lies the Graveyard of the Ancients. These tombs and crumbling monuments to a forgotten age would conceal your approach, but it is a forbidden area. Many are the unnamed horrors that lie there in restless sleep, waiting to consume the unwary trespasser.

Gary Chalk If you will try your luck by the highway, turn to 58. If you feel that you stand a better chance of reaching the capital via the river, then turn to 135. Or if you are brave enough to risk the unknown perils of the Graveyard of the Ancients, turn to 102.
143

You soon emerge from the woods onto a main highway. You recognize it as being the main road between the port of Toran in the north and the capital in the south. Spurring your horse on, you estimate you will reach the capital by morning.

Turn to 149.
144

You fight your way through the press of bodies along the main street towards the citadel in the distance. City folk are rushing to and fro in the grip of panic, as the cries of Kraan are heard circling high above.

In the crush, one item is stolen from your Backpack. If you no longer have a Backpack or if you have no Backpack Items, you lose a Weapon. Remember to take this off your Action Chart.

A runaway horse and cart career past and knock you into a doorway. You are stunned and you lose 2 ENDURANCE points. As you stagger to your feet, the door bursts open and a decrepit old man attacks you with a meat cleaver. He is quite insane and you must fight him or take evasive action.

If you choose to fight, turn to 63. If you wish to evade a fight, turn to 217.
145

You feel as if you have been run down by a cart or wagon. As you fall forward the last thing that you remember before the darkness overcomes you, is the taste of the sandy road and the terrible pain in your back.

Turn to 165.
146

You have ridden about a mile when you are knocked from your horse by an arrow grazing your forehead. You lose 3 ENDURANCE points.

As you pull yourself to your feet, you see a patrol of Drakkarim emerge from the woods on either side of the road. You have been ambushed and must evade them as quickly as possible by going into the forest.

Turn to 154.
147

The wording of this section assumes that you have come from Section 28. If you have just reached this section for the first time from Section 42, read the last sentence and two choices as follows: As you eat you notice that the path starts to curve towards the north. If you wish to follow it, turn to 28. If you wish to return the way you have come, turn to 42.

After a few minutes walking, you find a mossy hut set back from the path. You are hungry and must eat a Meal here or lose 3 ENDURANCE points. As you eat you notice that the path starts to curve towards the east.

If you wish to follow it, turn to 42. If you wish to return the way you have come, turn to 28.
148

Kicking open the door, you dive into the farmhouse. A Kraan soars overhead, letting out a shriek of victory, a victim hanging in its claws. Getting to your feet, you find yourself alone. But propped against the fireplace is a Warhammer. You may take this Weapon if you wish.

If you want to stay in the farmhouse, turn to 81. If you would feel safer in the forest, you can make a dash by turning to 320. If you wish to search the room further, turn to 199.
149

As you ride along the highway, you notice that light is getting worse. It will soon be completely darkand impossible to see any dangers that may lurk ahead. You decide to hide and rest at the woods edge until morning.

When you are satisfied that no one can see you, you pull your warm green cloak about you and drift off into an uneasy sleep.

Turn to 256.
150

Although a little overcooked, the food tastes fine (although it is not enough for a whole Meal) and the clear water slakes your thirst. You have spent nearly half an hour resting in this house when you suddenly realize the delay.

Prepare your equipment and leave. Turn to 83.
151

If you concentrate on the keyhole, you could move the mechanism of the lock and open it. You can then make the pin levitate and free it from the lockplate, avoiding falling prey to any traps that may be set off as the door unlocks.

If you wish to use your Kai Discipline of Mind Over Matter to open this lock and levitate the pin, turn to 87. If you wish to remove the pin, turn to 337.
152

The herbalist offers you a selection of special potions. Some increase your strength; some induce invisibility; some give you great powers of stealth; and others give you the power of turning yourself into a gaseous form. The man pulls open the bottom drawer of the counter to reveal a magnificent wand. He says that it is a powerful weapon against all evil creatures, and that it will make you invulnerable in battle. He points to the mystical inscriptions which cover the black staff.

Gary Chalk The herbalist offers you a selection of special potions. If you wish to lean over the counter and read the strange inscriptions, turn to 49. If you are more interested in the potions, turn to 231.
153

Before you are the tall grey-white walls and glimmering spires of Holmgard, the citys banners fluttering from the battlements in the fresh morning breeze. Stretching out towards the west, the River Eledil traces its course from the mountains of the Durncrag Range to the Holmgulf. But below the mountain peaks you can see a vast black army marching relentlessly on towards the capital.

JC Alvarez Gary Chalk

To your right you can see the highway heading off over the rolling plain towards Holmgard. At a gallop you could make the outer fieldworks of the citys defences in less than an hour, but you would be in the open for most of the time and vulnerable to attack by Kraan. Directly ahead of you, a wide river drifts sluggishly towards the Eledil. If you abandoned your horse, you could swim towards the outer defences under cover of the river banks. Or there is a final alternative. To your left lies the Graveyard of the Ancients. These tombs and crumbling monuments to a forgotten age would conceal your approach but it is a forbidden area. Many are the unnamed horrors that lie there in restless sleep, waiting to consume the unwary trespasser.

If you will try your luck by the highway, turn to 202. If you feel that you stand a better chance of reaching the capital via the river then turn to 135. Or if you are brave enough to risk the unknown perils of the Graveyard of the Ancients, turn to 329.
154

You are dizzy from your wound and you stumble through the trees like a blind man.

Suddenly you fall forward as if the ground has been snatched from beneath your feet. You have fallen head-first into a hunting pit. As you look up, you can see four Drakkarim levelling their bows at you, evil sneers spreading simultaneously across their ugly faces.

As the world darkens, the last thing you feel is the black shafts of their arrows deep in your chest. You have failed in your mission.
155

As you approach, the group of people stop talking. You can see by their expressions that they recognize your green Kai cloak. Slowly, one of the men extends his hand in friendship and says, My Lord, we had heard a rumour that the Kai were destroyed. Heaven be praised that it is not so. We feared all was lost.

You do not tell them of the destruction of the monastery, for they are refugees from Toran and have lost everything they owned. Their only hope now is that the Kai Lords will lead an army to victory. You learn that the northern port was attacked from both air and sea, and that the forces of the Darklords far outnumbered the Kings brave garrison. You reassure them that Sommerlund will not fall and wish them luck on their journey ahead.

Turn to 70.
156

Black arrows embed themselves in the mud all around you. More Giaks have appeared on the steep slope of the river bank and are firing at you. There is no cover on this side of the river.

Gary Chalk If you wish to dive into the water and swim with the current, turn to 294. If you wish to swim across to the cover of the trees on the other bank, turn to 245.
157

The forest begins to thin out until finally you can make out a road through the trees ahead. The highway is full of people heading south. Many are wheeling their possessions along on handcarts.

If you wish to join the refugees and perhaps learn more of what has happened in the north, turn to 30. If you would prefer to continue to move south but under cover of the trees, turn to 167.
158

The Key fits and the lock opens. You pull back the door to find yourself face to face with a strange old man. In his right hand is a staff. Suddenly a bolt of lightning shoots from the staff and hits you square in the chest. You lose 6 ENDURANCE points. Gasping with pain, you knock the old man aside and run up the steep staircase towards daylight. You are halfway up the stairs when he fires another bolt at you.

Pick a number from the Random Number Table.

If the number is 05, the bolt misses you and shatters part of the wall.

If the number is 69, then you have been hit in the back and lose a further 4 ENDURANCE points.

If you survive, you stagger out into the daylight and curse your bad luck. It was only by an unlucky chance you discovered the secret temple of a sect of evil druids. You are very lucky to have escaped with your life. You quickly rejoin the path which now disappears over the hill.

Gary Chalk Turn to 106.
159

Your ploy does not work, for the merchant will not allow you to enter his caravan. Suddenly he clicks his fingers and the bodyguard grasps the hilt of his scimitar.

You must fight him by turning to 191. Or you must jump clear of the speeding caravan. Turn to 234.
160

Pick a number from the Random Number Table.

If it is 04, you have been seen. Turn to 286. If it is 59, they do not spot you and they slowly file away along the far side of the ridge. Turn to 10.
161

As you sit down, the stone serpent slowly moves forward on its plinth. You suddenly break out in a cold sweat and grasp your weapon with trembling fingers in case it should attack. A red forked tongue appears from the head of this strange statue and dips into the bowl of green light above your head. Slowly the tongue re-emerges holding a Golden Key which, to your surprise, it drops into your lap. A panel in the east wall clicks open to reveal an exit.

You take the Key and leave as quickly as possible.

Gary Chalk Turn to 209.
162

As you get nearer to the men, you call to them. As they turn to face you, your skin turns cold and your heart pounds, for they are Drakkarim in disguise. Suddenly they charge at you. Forced to the ground, you are tied up with ropes and dragged behind them along a track. They take your Backpack and Weapons, but do not search your cloak or find your Gold Crowns. They cackle menacingly to themselves, and talk at great length of the tortures that await you at their camp.

If you have the Kai Discipline of Mind Over Matter, turn to 258. If you do not have this skill, turn to 127.
163

After nearly half an hour you feel the current getting stronger. Looking out across the surface you can see that you are approaching a whirlpool in the middle of a large river bend. You will surely drown if caught in its current, so you quickly swim towards the right hand river bank and continue your mission on foot, carrying all your equipment.

Turn to 321.
164

Carefully opening the seals on each of the bottles, you sniff at the contents. They all seem to be different types of wine. Suddenly a smaller bottle tucked behind the others catches your eye. Pulling out the glass stopper, you recognize the smell to be that of Alether, a Potion of Strength, which is orange in colour.

You may keep this Potion and swallow it before you fight. It will increase your COMBAT SKILL by 2 points for the duration of your fight. Be sure to mark it down on your Action Chart and to strike it off once you have used it.

You now decide to investigate the stable by turning to 308.
165

You awake in a fever. Images swim before your eyes and then fade completely. The pain in your back is intense and you cry out for relief. You feel a cool, damp cloth placed on your forehead and glimpse the worried face of a young woman. An old man whispers in her ear and then he disappears from view. The girl kneels at your side and comforts you with words of kindness and reassurance, but the light quickly fades and darkness engulfs you once more.

Turn to 212.
166

You are in the presence of a great evil. Your mind is being probed by a powerful and timeless being and you must shield yourself. The struggle has begun and your sanity is at stake. It is a long and torturous ordeal, during which you experience many fantastic and terrible apparitions that tempt and appal you. After this you must lose 4 ENDURANCE points and stagger towards the tunnel.

Turn to 104.
167

You have been travelling for about a mile when you notice two legs sticking out from behind a large boulder.

If you possess and wish to use the Kai Discipline of Sixth Sense, turn to 178. If you wish to take a closer look, turn to 88. If you would rather avoid meeting their owner and press on into the forest, turn to 264.
168

You pull yourself to the top of the opulent caravan and nestle among the travelling cases and bags. Night will soon engulf the highway. A chill wind blows from the west and you pull your cloak around yourself to keep warm. You listen to the voices below and you can smell the mouthwatering aroma of spiced meat. It reminds you that you are very hungry and must now take a Meal.

The fatigue of your ordeal finally catches up with you and you drift off into a restless sleep.

Turn to 64.
169

As you pass each skull, it slowly turns, as if watching your every move. You are halfway across the room when you hear the sharp crack of bone splitting. Suddenly you see hideous shapes hatching inside the skulls, and stretching their wings.

Ten slimy winged creatures attack you, and you must fight them as one enemy.

Crypt Spawn1616 You may evade more fighting after the first round of combat and run for the archway by turning to 23. If you win the combat, turn to 137.
170

The tunnel is dark and the air is much cooler than outside. You carefully advance with one hand on the tunnel wall to aid your sense of direction. You have been in total darkness for three minutes when you detect the foul smell of decay ahead, similar to rotting meat. If you have a Torch and Tinderbox in your Pack, you may light the Torch to see your way ahead.

Suddenly, something heavy drops from the tunnel ceiling onto your back and you fall to your knees. It is a Burrowcrawler and you must fight it, for it is trying to strangle you with its long slimy tentacles.

JC Alvarez Gary Chalk It is a Burrowcrawler and it is trying to strangle you. Burrowcrawler177

If you do not have a torch, deduct 3 points from your COMBAT SKILL during this fight. The Burrowcrawler is immune to Mindblast and Animal Kinship.

If you win, turn to 319.
171

You are at the very edge of the wood when your horse rears up in agony. The Kraan has sunk its claws deep into the horses hind legs and is trying to knock you to the ground with its wings. The ghoulish Giak rider squeals with delight as he stabs at you with his spear. You jump to the ground and dash for the trees, leaving the poor dying horse in the clutches of the Kraan.

Turn to 303.
172

Night falls and you are soon engulfed in darkness. To press on any further would be futile, for you would be sure to lose your way. Tethering your horse to a tree, you pull your green Kai cloak about you and fall into a restless sleep.

You are awoken by the sound of troops in the distance. Across the lake you see the black shapes of Drakkarim and a pack of Doomwolves. A Kraan appears from above the trees and lands on the roof of the small wooden shack. It is being ridden by a creature dressed in red robes. The Kraan takes off and begins to fly across the lake to where you are hidden.

JC Alvarez If you wish to use the Kai Discipline of Camouflage to hide yourself and your horse, turn to 114. If you wish to ride deeper into the forest to escape the Kraan, turn to 239. If you wish to prepare to fight the creature, turn to 29.
173

As you reach the door you hear the crash of a giant stone slab as it falls from the ceiling. Turning around, you see that your exit is now blocked.

If you have a Silver Key, you may try to open the door by turning to 158. If you do not possess a Silver Key, turn to 259.
174

After nearly an hour of drifting downstream, the water current becomes quite strong and you can see that you are being drawn towards a whirlpool near the centre as the river curves round. You know that if you are caught in the swirling water, you stand very little chance of escaping a watery death. You dive into the muddy river and as you begin to swim towards the shore you unfortunately lose your Backpack and Weapons. Without your equipment, you reach the wooded bank.

Turn to 190.
175

Waving your arms at the approaching cavalry, you recognize them to be Border Rangers of the Kings army, tough woodsmen who police the troubled western frontier of the kingdom. Your relief at seeing them soon fades when you realize that they are fleeing from a pack of Doomwolves with snarling Giak riders. Black arrows are dropping all around the rangers, as the vicious Doomwolves get nearer and nearer.

If you possess the Kai Discipline of Camouflage, turn to 182. If you wish to take cover and hide, turn to 41. If you wish to make for the other bank, turn to 116.